Liga Seluler: Pergeseran Olahraga Elektronik ke Peranti Seluler dalam Kompetisi Mobile Legends: Bang Bang di Indonesia

https://doi.org/10.22146/jmki.51164

Haryo P Jiwandono(1*), Edeliya Relanika Purwandi(2)

(1) Departemen Ilmu Komunikasi Fakultas Ilmu Sosial dan Politik Universitas Brawijaya
(2) Departemen Ilmu Komunikasi Fakultas Ilmu Sosial dan Politik Universitas Brawijaya
(*) Corresponding Author

Abstract


In 2010’s, the mobile devices proliferation in Northeast Asia raised the digital mobile games popularity and developed mobile culture technology that supported the flourishment of socio-technical environment in the mode of production, distribution and participation of digital game users in the region to the next level. At the end of 2010, Mobile Legend: Bang Bang became the well-known online game, which was played in mobile devices in Indonesia. The Indonesian Mobile Legend: Bang Bang trend encouraged the participation of e-sport athletes to compete in the Mobile Legend: Bang Bang competition because of becoming more profitable for its users. This trend shows an interesting phenomenon to be studied. This research paper aims to study the dynamics of Mobile Legend: Bang Bang e-sports competition using traditional socio-technical approaches in the field of communication science. This approached used to observe the individual and/or group meaning based on their interaction within Mobile Legend: Bang Bang e-sport community. This research was conducted in the same time period with Kratingdaerng E-Sports Championship on September 2018.


Keywords


Liga seluler; e-sports; video game; mobile devices

Full Text:

PDF


References

Ahmad, D, (2018). Indonesia Snapshot: The Largest Mobile Games Market in Southeast Asia. Dikutip Juli 25, 2018, dari https://www.pocketgamer.biz/asia/comment-and-opinion/67665/indonesia-snapshot-the-largest-mobile-games-market-in-southeast-asia/

Ashraf, A. (2017). Mobile Mobas are Popular in Southeast Asia, Mobile Legends and Arena of Valor Leading the Way. Dikutip Juli 25, 2018, dari https://gamermatters.com/mobile-mobas-are-popular-in-southeast-asia-mobile-legends-and-arena-of-valor-leading-the-way/

Atmoko, B., D. (2018). Being the Most Popular Game in Indonesia, Mobile Legends Releases Gatotkaca Characters and Game Competitions. Dikutip September 10, 2018, dari https://gizmologi.com/news/mobile-legends-indonesia/

Berida, J. (2017). What’s the Deal with Mobile Legends. Dikutip Juli 25, 2018, dari https://www.gadgetmatch.com/whats-deal-mobile-legends/

Bogost, I. (2010). Persuasive Games. Cambridge dan London: The MIT Press.

Borrowy, M. (2017) The Asian Mobile Gaming Marketplace: Context, Opportunities and Barriers. Dalam Jin, D. Y (ed). Mobile Gaming in Asia: Politics, Culture and Emerging Technologies. Dordrecht: Springer.

Bryman, A. (2012). Social Research Method 4th Ed. New York, NY: Oxford University Press.

Choi, J. (2007). All Things Big and Small: Rising Importance of Mobile Media in South Korea. Makalah dipresentasikan pada China East Asia Media New Media Conferece pada tanggal 5-6 July 2007 di Queensland University of Technology (QUT), Australia.

Chua, B.H. (2000). Consumption in Asia. London: Routledge.

Consalvo, M. (2012) Slingshot to Victory: Games, Play and the iPhone. Dalam Snickars, P., Vonderau, P (ed). Moving Data: iPhone and The Future of Media.New York: Columbia University Press.

De Lange, M. (2015) Playing Life in the Metropolis: Mobile Media and Identity in Jakarta. Dalam Frissen, V., Lammes, S., De Lange, M., De Mul, J., dan Raessens, J (eds).Playful Identities: The Ludification of Digital Media Culture. Amsterdam: Amsterdam University Press.

Dwyer, T. (2010). Media Convergence. Maidenhead: Open University Press.

Ellwood-Clayton, B. (2006). All We Need is Love – and a Mobile Phone: Texting in the Philippines. Makalah dipresentasikan pada Cultural Space and Public Sphere in Asia 2006 pada tanggal15-16 March 2006di Seoul, Korea.

Fung, A. (2017) The Impact of the Rise of Mobile Games on the Creativity and Structures of the Game Industry in China. Dalam Jin, D. Y (ed). Mobile Gaming in Asia: Politics, Culture and Emerging Technologies. Dordrecht: Springer.

Hjorth, L. (2008). Being Real in the Mobile Reel: a Case Study on Convergent Mobile Media as Domesticated New Media in Seoul, South Korea. Convergence: The International Journal of Research into New Media Technologies, 14(1), 92-104.

Hjorth, L. (2009). Mobile Media in Asia Pacific: Gender and the Art of Being Mobile. London dan New York: Routledge.

Hjorth, L., Richardson, I. (2017) Games of Being Mobile: The Unruly Rise of Mobile Gaming in Japan. Dalam Jin, D., Y (ed). Mobile Gaming in Asia: Politics, Culture and Emerging Technologies. Dordrecht: Springer.

Jenkins, H. (2008). Convergence Culture: Where Old and New Media Collide. New York dan London: New York University Press.

Jin, D., Y. (2017). The Emerging of Asian Mobile Games: Definitions, Industries. Dalam Jin, D., Y (ed). Mobile Gaming in Asia: Politics, Culture and Emerging Technologies. Dordrecht: Springer.

Juul, J. (2009). A Casual Revolution: Reinventing Video Game and Their Player. Cambridge, MA dan London: The MIT Press.

Librianty, A. (2018). Indonesia Penyumbang Pengguna Aktif Terbesar untuk Mobile Legends. Dikutip September 10, 2018, dari https://www.liputan6.com/tekno/read/3637149/indonesia-penyumbang-pengguna-aktif-terbesar-untuk-mobile-legends

Miles, S. (1998). Consumerism as a Way of Life. London: SAGE Publications.

Otmazgin, N., K. (2008). Contesting Soft Power: Japanese Popular Culture in East and Southeast Asia. International Relations of the Asia Pacific, 8, 73-101.

Patton, M., Q. (1980). Qualitative Evaluation Methods. Beverly Hills, CA dan London: SAGE Publications.

Richardson, I. (2011). The Hybrid Ontology of Mobile Games. Convergence: The International Journal Research into New Media Technology, 17(4), 419-430.

Richardson, I., Hjorth, L. (2014) Mobile Games: from Tetris to Foursquare. Dalam Goggin, G., Hjorth, L (ed). The Routledge Companion to Mobile Media. London: Routledge.

Robertson, T., S. (1967). The Process of Innovation and the Diffusion of Innovation. Journal of Marketing 31(1), 14-19.

Rojek, C. (2004) Postmodern Work and Leisure. Dalam Haworth, J., T., Veal, A., J (ed). Work and Leisure. London dan Kota New York, NY: Routledge.

Scholz, T., M. (2019). eSports is Business: Management in The World of Competitive Gaming. Cham: Palgrave Macmillan.

Sicart, M. (2009). The Ethics of Computer Games. Cambridge, MA dan London: The MIT Press.

Siswanto, Y., Purnama, B., E. (2013). Rancang Bangun Aplikasi Mobile Game Edukasi Ilmu Pengetahuan Alam Untuk Anak Kelas VI Sekolah Dasar. Journal Speed – Sentra Penelitian Engineering dan Edukasi 5(4), 32-37.

Soegoto, E., S., Adzkia, M., R. (2018). Designing Internet Café as An Electronic Sport Athletes Boot Camp in Bandung. IOP Conference Series: Materials Science and Engineering 407, 1-6.

Stake, R., E. (1998) Case Studies. Dalam Denzin, N., K., Lincoln, Y., S (eds). Strategies of Qualitative Inquiry. Thousand Oaks, CA: SAGE Publications.

Sulisworo, D., Toifur, M. (2016). The Role of Mobile Learning on the Learning Environment Shifting at High School in Indonesia. Int. J. Mobile Learning and Organisation 10(3), 159-170.

Taylor, T., L. (2012). Raising the Stakes: eSports and the Professionalization of Computer Games. Cambridge: The MIT Press.

Trisnadoli, A., Muslim, I., & Novayani, W. (2016). Software Quality Requirement Analysis on Educational Mobile Game with Tourism Theme. Journal of Software 11(12), 1250-1257.

Wedeman, A., H. (2003). From Mao to Market: Rent Seeking, Local Protectionism, and Marketization in China. New York: Cambridge University Press.

Widhana, D., H. (2018). Dunia Nyata Atlet Virtual Mobile Legends. Dikutip Mei 09, 2018, dari https://tirto.id/dunia-nyata-atlet-virtual-mobile-legends-cHtX

Winner, L. (1986). The Whale and the Reactor: A Search for Limits in an Age of High Technology. Chicago dan London: The University of Chicago Press.



DOI: https://doi.org/10.22146/jmki.51164

Article Metrics

Abstract views : 1322 | views : 375

Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 Jurnal Media dan Komunikasi Indonesia



  

 


   Jurnal Media dan Komunikasi Indonesia (Online ISSN 2721-396X) is published by the Department of Communication Science (DIKOM), Faculty of Social Science and Political Science (FISIPOL), Gadjah Mada University 

 

View My Stats